N4/E1: second pet slot for the Tier-4 Estate

An Established (Tier-4) home can draw a second companion. Both pets show up on
the sheet and the town showcase, level via babysitting, and wear their own
barding (!thom pet2buy <tier>).

Combat: both pets contribute their attack/deflect/whiff procs at half weight —
DerivePlayerStats now averages over the active pets, so a pair reads as roughly
one full pet (flavor-forward, not a stat spike; difficulty-neutral). The average
reduces to identity over a single pet (x/1==x, 0.0+x==x, 3+(2L+1)/2==3+L), and
the engines still roll one proc per channel per round, so the single-pet path
and TestCombatCharacterization golden stay byte-identical. Pinned by
TestDerivePlayerStats_OnePetIsByteIdentical + the golden.

Scope kept deliberately flavor-forward: pet 2 carries identity/level/barding and
the three combat procs only. The morning-defense buff, death/ditch-recovery
save, and the level-10 supply-shop unlock stay pet-1 mechanics — no second
defensive multiplier stacks, and the one-pet path is untouched by construction.

Storage: parallel pet2_* columns on player_meta + Pet2* mirror on
AdventureCharacter (absent == no second pet, DEFAULT '' correct for every
pre-existing row, no backfill — the N2-temper / P4-party precedent). Pet-1 code
paths are untouched. Arrival reuses the chase/feed/type/name DM flow, slot-aware,
gated HouseTier>=4 with an established first pet.

Review fixes folded in (high-effort /code-review, 3 angles): pet-2 barding block
no longer hidden when pet-1 is chased away; showcase tie-break restored
(level desc, then name); petGrantXP collapsed onto the shared level-up helper;
dead-param armor-buy wrappers inlined; pet-2 barding tagged with its own euro
ledger reason.

Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
This commit is contained in:
prosolis
2026-07-10 15:03:57 -07:00
parent 27d6bfd361
commit 57a0ea90f2
12 changed files with 560 additions and 117 deletions

View File

@@ -364,6 +364,20 @@ func runMigrations(d *sql.DB) error {
// item drops out of sell/craft/combat readers as one flag change. DEFAULT 0
// = "in play", correct for every pre-existing row, so no bootstrap backfill.
`ALTER TABLE adventure_inventory ADD COLUMN in_vault INTEGER NOT NULL DEFAULT 0`,
// N4/E1 second pet slot (gogobee_engagement_plan.md §E1). A Tier-4 Estate
// unlocks a second companion. It lives in a parallel pet2_* column set
// rather than a rows table so the single-pet path (and its combat golden)
// is untouched: absent pet2_type == "no second pet", DEFAULT '' is correct
// for every pre-existing row, so no bootstrap backfill. Pet 2 carries only
// what it needs — identity, level, barding — and deliberately skips the
// supply-shop unlock (a pet-1 mechanic) and morning-defense flag.
`ALTER TABLE player_meta ADD COLUMN pet2_type TEXT NOT NULL DEFAULT ''`,
`ALTER TABLE player_meta ADD COLUMN pet2_name TEXT NOT NULL DEFAULT ''`,
`ALTER TABLE player_meta ADD COLUMN pet2_xp INTEGER NOT NULL DEFAULT 0`,
`ALTER TABLE player_meta ADD COLUMN pet2_level INTEGER NOT NULL DEFAULT 0`,
`ALTER TABLE player_meta ADD COLUMN pet2_armor_tier INTEGER NOT NULL DEFAULT 0`,
`ALTER TABLE player_meta ADD COLUMN pet2_flags_json TEXT NOT NULL DEFAULT '{}'`,
`ALTER TABLE player_meta ADD COLUMN pet2_level_10_date TEXT NOT NULL DEFAULT ''`,
}
for _, stmt := range columnMigrations {
if _, err := d.Exec(stmt); err != nil {